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#ifndef RENDER_IBL_HLSLI
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#define RENDER_IBL_HLSLI
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// 必须与 IBLResources in ibl_resources.h.的定义顺序相同
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TextureCube<float4> gIblIrradianceMap : register(t9);
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TextureCube<float4> gIblPrefilteredMap : register(t10);
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Texture2D<float4> gIblBrdfLut : register(t11);
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SamplerState gIblSampler : register(s3);
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cbuffer CBIBL : register(b4) {
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// x=intensity, y=prefilter max mip, z=Y rotation in radians, w=enabled
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float4 gIblParams;
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};
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float3 IBL_RotateAroundY(float3 direction, float radians){
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float sineValue;
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float cosineValue;
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sincos(radians, sineValue, cosineValue);
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return float3( cosineValue * direction.x + sineValue * direction.z,
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direction.y,
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-sineValue * direction.x + cosineValue * direction.z);
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}
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float3 IBL_FresnelSchlickRoughness(float cosTheta, float3 f0, float roughness)
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{
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const float oneMinusRoughness = 1.0f - roughness;
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const float3 grazing = max(float3(oneMinusRoughness, oneMinusRoughness,
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oneMinusRoughness), f0);
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const float factor = pow(1.0f - saturate(cosTheta), 5.0f);
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return f0 + (grazing - f0) * factor;
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}
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// V 点从表面到相机。 N 是世界空间着色法线。返回的值是线性 HDR 辐射度,必须在色调映射之前添加。
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float3 EvaluateIBL(float3 N, float3 V, float3 baseColor,
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float metallic, float roughness, float ambientOcclusion)
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{
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float3 finalRet = float3(0.0f,0.0f,0.0f);
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if (gIblParams.w < 0.5f){
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finalRet=float3(0.0f, 0.0f, 0.0f);
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} else {
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N = normalize(N);
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V = normalize(V);
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metallic = saturate(metallic);
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roughness = clamp(roughness, 0.045f, 1.0f);
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ambientOcclusion = saturate(ambientOcclusion);
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const float nDotV = saturate(dot(N, V));
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const float3 dielectricF0 = float3(0.04f, 0.04f, 0.04f);
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const float3 f0 = lerp(dielectricF0, baseColor, metallic);
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const float3 F = IBL_FresnelSchlickRoughness(nDotV, f0, roughness);
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const float3 kD = (float3(1.0f, 1.0f, 1.0f) - F) * (1.0f - metallic);
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const float3 sampleN = IBL_RotateAroundY(N, gIblParams.z);
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const float3 irradiance = gIblIrradianceMap.SampleLevel(gIblSampler, sampleN, 0.0f).rgb;
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const float3 diffuse = irradiance * baseColor;
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const float3 reflection = reflect(-V, N);
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const float3 sampleR = IBL_RotateAroundY(reflection, gIblParams.z);
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const float lod = roughness * max(gIblParams.y, 0.0f);
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const float3 prefiltered = gIblPrefilteredMap.SampleLevel(gIblSampler, sampleR, lod).rgb;
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const float2 brdf = gIblBrdfLut.SampleLevel(gIblSampler, float2(nDotV, roughness), 0.0f).rg;
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const float3 specular = prefiltered * (F * brdf.x + brdf.y);
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finalRet = (kD * diffuse + specular) * ambientOcclusion * gIblParams.x;
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}
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return finalRet;
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}
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#endif // RENDER_IBL_HLSLI
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